Application prototype #14
@ -9,6 +9,7 @@ default = ["console_error_panic_hook"]
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[dependencies]
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[dependencies]
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itertools = "0.13.0"
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itertools = "0.13.0"
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js-sys = "0.3.70"
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nalgebra = "0.33.0"
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nalgebra = "0.33.0"
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sycamore = "0.9.0-beta.3"
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sycamore = "0.9.0-beta.3"
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@ -20,6 +21,16 @@ console_error_panic_hook = { version = "0.1.7", optional = true }
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[dependencies.web-sys]
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[dependencies.web-sys]
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version = "0.3.69"
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version = "0.3.69"
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features = [
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'HtmlCanvasElement',
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'Performance',
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'WebGl2RenderingContext',
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'WebGlBuffer',
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'WebGlProgram',
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'WebGlShader',
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'WebGlUniformLocation',
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'WebGlVertexArrayObject'
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]
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[dev-dependencies]
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[dev-dependencies]
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wasm-bindgen-test = "0.3.34"
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wasm-bindgen-test = "0.3.34"
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@ -1,10 +1,342 @@
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use sycamore::prelude::*;
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use core::array;
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use nalgebra::{DMatrix, DVector, Rotation3, Vector3};
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use sycamore::{prelude::*, motion::create_raf};
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use web_sys::{
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console,
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window,
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WebGl2RenderingContext,
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WebGlProgram,
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WebGlShader,
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WebGlUniformLocation,
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wasm_bindgen::{JsCast, JsValue}
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};
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fn compile_shader(
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context: &WebGl2RenderingContext,
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shader_type: u32,
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source: &str,
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) -> WebGlShader {
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let shader = context.create_shader(shader_type).unwrap();
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context.shader_source(&shader, source);
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context.compile_shader(&shader);
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shader
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}
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fn get_uniform_array_locations<const N: usize>(
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context: &WebGl2RenderingContext,
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program: &WebGlProgram,
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var_name: &str,
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member_name_opt: Option<&str>
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) -> [Option<WebGlUniformLocation>; N] {
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array::from_fn(|n| {
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let name = match member_name_opt {
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Some(member_name) => format!("{var_name}[{n}].{member_name}"),
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None => format!("{var_name}[{n}]")
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};
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context.get_uniform_location(&program, name.as_str())
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})
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}
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// load the given data into the vertex input of the given name
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fn bind_vertex_attrib(
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context: &WebGl2RenderingContext,
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index: u32,
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size: i32,
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data: &[f32]
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) {
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// create a data buffer and bind it to ARRAY_BUFFER
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let buffer = context.create_buffer().unwrap();
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context.bind_buffer(WebGl2RenderingContext::ARRAY_BUFFER, Some(&buffer));
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// load the given data into the buffer. the function `Float32Array::view`
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// creates a raw view into our module's `WebAssembly.Memory` buffer.
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// allocating more memory will change the buffer, invalidating the view.
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// that means we have to make sure we don't allocate any memory until the
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// view is dropped
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unsafe {
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context.buffer_data_with_array_buffer_view(
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WebGl2RenderingContext::ARRAY_BUFFER,
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&js_sys::Float32Array::view(&data),
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WebGl2RenderingContext::STATIC_DRAW,
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);
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}
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// allow the target attribute to be used
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context.enable_vertex_attrib_array(index);
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// take whatever's bound to ARRAY_BUFFER---here, the data buffer created
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// above---and bind it to the target attribute
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//
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// https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/vertexAttribPointer
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//
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context.vertex_attrib_pointer_with_i32(
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index,
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size,
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WebGl2RenderingContext::FLOAT,
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false, // don't normalize
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0, // zero stride
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0, // zero offset
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);
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}
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#[component]
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#[component]
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pub fn Display() -> View {
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pub fn Display() -> View {
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// canvas
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let display = create_node_ref();
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// navigation
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let pitch_up = create_signal(0.0);
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let pitch_down = create_signal(0.0);
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let yaw_right = create_signal(0.0);
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let yaw_left = create_signal(0.0);
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let roll_ccw = create_signal(0.0);
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let roll_cw = create_signal(0.0);
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let zoom_in = create_signal(0.0);
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let zoom_out = create_signal(0.0);
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// change listener
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let scene_changed = create_signal(true);
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/* INSTRUMENTS */
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const SAMPLE_PERIOD: i32 = 60;
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let mut last_sample_time = 0.0;
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let mut frames_since_last_sample = 0;
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let mean_frame_interval = create_signal(0.0);
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on_mount(move || {
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/* SCAFFOLDING */
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/* create list of construction elements */
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const SPHERE_MAX: usize = 200;
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let mut sphere_vec = Vec::<DVector<f64>>::new();
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let mut color_vec = Vec::<[f32; 3]>::new();
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// timing
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let mut last_time = 0.0;
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// viewpoint
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const ROT_SPEED: f64 = 0.4; // in radians per second
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const ZOOM_SPEED: f64 = 0.15; // multiplicative rate per second
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let mut orientation = DMatrix::<f64>::identity(5, 5);
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let mut rotation = DMatrix::<f64>::identity(5, 5);
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let mut location_z: f64 = 5.0;
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// display parameters
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const OPACITY: f32 = 0.5; /* SCAFFOLDING */
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const HIGHLIGHT: f32 = 0.2; /* SCAFFOLDING */
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const LAYER_THRESHOLD: i32 = 0; /* DEBUG */
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const DEBUG_MODE: i32 = 0; /* DEBUG */
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/* INSTRUMENTS */
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let performance = window().unwrap().performance().unwrap();
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// get the display canvas
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let canvas = display.get().unchecked_into::<web_sys::HtmlCanvasElement>();
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let ctx = canvas
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.get_context("webgl2")
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.unwrap()
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.unwrap()
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.dyn_into::<WebGl2RenderingContext>()
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.unwrap();
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// compile and attach the vertex and fragment shaders
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let vertex_shader = compile_shader(
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&ctx,
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WebGl2RenderingContext::VERTEX_SHADER,
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include_str!("identity.vert"),
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);
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let fragment_shader = compile_shader(
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&ctx,
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WebGl2RenderingContext::FRAGMENT_SHADER,
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include_str!("inversive.frag"),
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);
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let program = ctx.create_program().unwrap();
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ctx.attach_shader(&program, &vertex_shader);
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ctx.attach_shader(&program, &fragment_shader);
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ctx.link_program(&program);
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let link_status = ctx
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.get_program_parameter(&program, WebGl2RenderingContext::LINK_STATUS)
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.as_bool()
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.unwrap();
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let link_msg = if link_status {
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"Linked successfully"
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} else {
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"Linking failed"
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};
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console::log_1(&JsValue::from(link_msg));
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ctx.use_program(Some(&program));
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/* DEBUG */
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// print the maximum number of vectors that can be passed as
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// uniforms to a fragment shader. the OpenGL ES 3.0 standard
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// requires this maximum to be at least 224, as discussed in the
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// documentation of the GL_MAX_FRAGMENT_UNIFORM_VECTORS parameter
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// here:
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//
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// https://registry.khronos.org/OpenGL-Refpages/es3.0/html/glGet.xhtml
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//
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// there are also other size limits. for example, on Aaron's
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// machine, the the length of a float or genType array seems to be
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// capped at 1024 elements
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console::log_2(
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&ctx.get_parameter(WebGl2RenderingContext::MAX_FRAGMENT_UNIFORM_VECTORS).unwrap(),
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&JsValue::from("uniform vectors available")
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);
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// find indices of vertex attributes and uniforms
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let position_index = ctx.get_attrib_location(&program, "position") as u32;
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let sphere_cnt_loc = ctx.get_uniform_location(&program, "sphere_cnt");
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let sphere_sp_locs = get_uniform_array_locations::<SPHERE_MAX>(
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&ctx, &program, "sphere_list", Some("sp")
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);
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let sphere_lt_locs = get_uniform_array_locations::<SPHERE_MAX>(
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&ctx, &program, "sphere_list", Some("lt")
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);
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let color_locs = get_uniform_array_locations::<SPHERE_MAX>(
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&ctx, &program, "color_list", None
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);
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let resolution_loc = ctx.get_uniform_location(&program, "resolution");
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let shortdim_loc = ctx.get_uniform_location(&program, "shortdim");
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let opacity_loc = ctx.get_uniform_location(&program, "opacity");
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let highlight_loc = ctx.get_uniform_location(&program, "highlight");
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let layer_threshold_loc = ctx.get_uniform_location(&program, "layer_threshold");
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let debug_mode_loc = ctx.get_uniform_location(&program, "debug_mode");
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// create a vertex array and bind it to the graphics context
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let vertex_array = ctx.create_vertex_array().unwrap();
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ctx.bind_vertex_array(Some(&vertex_array));
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// set the vertex positions
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const VERTEX_CNT: usize = 6;
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let positions: [f32; 3*VERTEX_CNT] = [
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// northwest triangle
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-1.0, -1.0, 0.0,
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-1.0, 1.0, 0.0,
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1.0, 1.0, 0.0,
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// southeast triangle
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-1.0, -1.0, 0.0,
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1.0, 1.0, 0.0,
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1.0, -1.0, 0.0
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];
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bind_vertex_attrib(&ctx, position_index, 3, &positions);
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// set up a repainting routine
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let (_, start_animation_loop, _) = create_raf(move || {
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// get the time step
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let time = performance.now();
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let time_step = 0.001*(time - last_time);
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last_time = time;
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// get the navigation state
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let pitch_up_val = pitch_up.get();
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let pitch_down_val = pitch_down.get();
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let yaw_right_val = yaw_right.get();
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let yaw_left_val = yaw_left.get();
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let roll_ccw_val = roll_ccw.get();
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let roll_cw_val = roll_cw.get();
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let zoom_in_val = zoom_in.get();
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let zoom_out_val = zoom_out.get();
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// update the assembly's orientation
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let ang_vel = {
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let pitch = pitch_up_val - pitch_down_val;
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let yaw = yaw_right_val - yaw_left_val;
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let roll = roll_ccw_val - roll_cw_val;
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if pitch != 0.0 || yaw != 0.0 || roll != 0.0 {
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ROT_SPEED * Vector3::new(-pitch, yaw, roll).normalize()
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} else {
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Vector3::zeros()
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}
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};
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let mut rotation_sp = rotation.fixed_view_mut::<3, 3>(0, 0);
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rotation_sp.copy_from(
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Rotation3::from_scaled_axis(time_step * ang_vel).matrix()
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);
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orientation = &rotation * &orientation;
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// update the assembly's location
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let zoom = zoom_out_val - zoom_in_val;
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location_z *= (time_step * ZOOM_SPEED * zoom).exp();
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if scene_changed.get() {
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/* INSTRUMENTS */
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// measure mean frame interval
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frames_since_last_sample += 1;
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if frames_since_last_sample >= SAMPLE_PERIOD {
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mean_frame_interval.set((time - last_sample_time) / (SAMPLE_PERIOD as f64));
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last_sample_time = time;
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frames_since_last_sample = 0;
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}
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// find the map from construction space to world space
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let location = {
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let u = -location_z;
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DMatrix::from_column_slice(5, 5, &[
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1.0, 0.0, 0.0, 0.0, 0.0,
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0.0, 1.0, 0.0, 0.0, 0.0,
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0.0, 0.0, 1.0, 0.0, u,
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0.0, 0.0, 2.0*u, 1.0, u*u,
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0.0, 0.0, 0.0, 0.0, 1.0
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])
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};
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let construction_to_world = &location * &orientation;
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// update the construction
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sphere_vec.clear();
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sphere_vec.push(&construction_to_world * DVector::<f64>::from_column_slice(&[0.5, 0.5, 0.0, 0.5, -0.25]));
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sphere_vec.push(&construction_to_world * DVector::<f64>::from_column_slice(&[-0.5, -0.5, 0.0, 0.5, -0.25]));
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sphere_vec.push(&construction_to_world * DVector::<f64>::from_column_slice(&[0.0, 0.0, 0.0, 0.4, -0.625]));
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color_vec.clear();
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color_vec.push([1.00_f32, 0.25_f32, 0.00_f32]);
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color_vec.push([0.00_f32, 0.25_f32, 1.00_f32]);
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color_vec.push([0.75_f32, 0.75_f32, 0.75_f32]);
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// set the resolution
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let width = canvas.width() as f32;
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let height = canvas.height() as f32;
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ctx.uniform2f(resolution_loc.as_ref(), width, height);
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ctx.uniform1f(shortdim_loc.as_ref(), width.min(height));
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// pass the construction
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ctx.uniform1i(sphere_cnt_loc.as_ref(), sphere_vec.len() as i32);
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for n in 0..sphere_vec.len() {
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let v = &sphere_vec[n];
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ctx.uniform3f(
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sphere_sp_locs[n].as_ref(),
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v[0] as f32, v[1] as f32, v[2] as f32
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);
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ctx.uniform2f(
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sphere_lt_locs[n].as_ref(),
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v[3] as f32, v[4] as f32
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);
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ctx.uniform3fv_with_f32_array(
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color_locs[n].as_ref(),
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&color_vec[n]
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);
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}
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// pass the display parameters
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ctx.uniform1f(opacity_loc.as_ref(), OPACITY);
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ctx.uniform1f(highlight_loc.as_ref(), HIGHLIGHT);
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ctx.uniform1i(layer_threshold_loc.as_ref(), LAYER_THRESHOLD);
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ctx.uniform1i(debug_mode_loc.as_ref(), DEBUG_MODE);
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// draw the scene
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ctx.draw_arrays(WebGl2RenderingContext::TRIANGLES, 0, VERTEX_CNT as i32);
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// clear the scene change flag
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scene_changed.set(false);
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} else {
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frames_since_last_sample = 0;
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mean_frame_interval.set(-1.0);
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}
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||||||
|
});
|
||||||
|
start_animation_loop();
|
||||||
|
});
|
||||||
|
|
||||||
view! {
|
view! {
|
||||||
/* [TO DO] switch back to integer-valued parameters when that becomes
|
/* TO DO */
|
||||||
possible again */
|
// switch back to integer-valued parameters when that becomes possible
|
||||||
canvas(width="750", height="750", tabindex="0")
|
// again
|
||||||
|
canvas(ref=display, width="750", height="750", tabindex="0")
|
||||||
}
|
}
|
||||||
}
|
}
|
7
app-proto/sketch-outline/src/identity.vert
Normal file
7
app-proto/sketch-outline/src/identity.vert
Normal file
@ -0,0 +1,7 @@
|
|||||||
|
#version 300 es
|
||||||
|
|
||||||
|
in vec4 position;
|
||||||
|
|
||||||
|
void main() {
|
||||||
|
gl_Position = position;
|
||||||
|
}
|
227
app-proto/sketch-outline/src/inversive.frag
Normal file
227
app-proto/sketch-outline/src/inversive.frag
Normal file
@ -0,0 +1,227 @@
|
|||||||
|
#version 300 es
|
||||||
|
|
||||||
|
precision highp float;
|
||||||
|
|
||||||
|
out vec4 outColor;
|
||||||
|
|
||||||
|
// --- inversive geometry ---
|
||||||
|
|
||||||
|
struct vecInv {
|
||||||
|
vec3 sp;
|
||||||
|
vec2 lt;
|
||||||
|
};
|
||||||
|
|
||||||
|
// --- uniforms ---
|
||||||
|
|
||||||
|
// construction. the SPHERE_MAX array size seems to affect frame rate a lot,
|
||||||
|
// even though we should only be using the first few elements of each array
|
||||||
|
const int SPHERE_MAX = 200;
|
||||||
|
uniform int sphere_cnt;
|
||||||
|
uniform vecInv sphere_list[SPHERE_MAX];
|
||||||
|
uniform vec3 color_list[SPHERE_MAX];
|
||||||
|
|
||||||
|
// view
|
||||||
|
uniform vec2 resolution;
|
||||||
|
uniform float shortdim;
|
||||||
|
|
||||||
|
// controls
|
||||||
|
uniform float opacity;
|
||||||
|
uniform float highlight;
|
||||||
|
uniform int layer_threshold;
|
||||||
|
uniform bool debug_mode;
|
||||||
|
|
||||||
|
// light and camera
|
||||||
|
const float focal_slope = 0.3;
|
||||||
|
const vec3 light_dir = normalize(vec3(2., 2., 1.));
|
||||||
|
const float ixn_threshold = 0.005;
|
||||||
|
const float INTERIOR_DIMMING = 0.7;
|
||||||
|
|
||||||
|
// --- sRGB ---
|
||||||
|
|
||||||
|
// map colors from RGB space to sRGB space, as specified in the sRGB standard
|
||||||
|
// (IEC 61966-2-1:1999)
|
||||||
|
//
|
||||||
|
// https://www.color.org/sRGB.pdf
|
||||||
|
// https://www.color.org/chardata/rgb/srgb.xalter
|
||||||
|
//
|
||||||
|
// in RGB space, color value is proportional to light intensity, so linear
|
||||||
|
// color-vector interpolation corresponds to physical light mixing. in sRGB
|
||||||
|
// space, the color encoding used by many monitors, we use more of the value
|
||||||
|
// interval to represent low intensities, and less of the interval to represent
|
||||||
|
// high intensities. this improves color quantization
|
||||||
|
|
||||||
|
float sRGB(float t) {
|
||||||
|
if (t <= 0.0031308) {
|
||||||
|
return 12.92*t;
|
||||||
|
} else {
|
||||||
|
return 1.055*pow(t, 5./12.) - 0.055;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
vec3 sRGB(vec3 color) {
|
||||||
|
return vec3(sRGB(color.r), sRGB(color.g), sRGB(color.b));
|
||||||
|
}
|
||||||
|
|
||||||
|
// --- shading ---
|
||||||
|
|
||||||
|
struct taggedFrag {
|
||||||
|
int id;
|
||||||
|
vec4 color;
|
||||||
|
vec3 pt;
|
||||||
|
vec3 normal;
|
||||||
|
};
|
||||||
|
|
||||||
|
taggedFrag[2] sort(taggedFrag a, taggedFrag b) {
|
||||||
|
taggedFrag[2] result;
|
||||||
|
if (a.pt.z > b.pt.z) {
|
||||||
|
result[0] = a;
|
||||||
|
result[1] = b;
|
||||||
|
} else {
|
||||||
|
result[0] = b;
|
||||||
|
result[1] = a;
|
||||||
|
}
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
taggedFrag sphere_shading(vecInv v, vec3 pt, vec3 base_color, int id) {
|
||||||
|
// the expression for normal needs to be checked. it's supposed to give the
|
||||||
|
// negative gradient of the lorentz product between the impact point vector
|
||||||
|
// and the sphere vector with respect to the coordinates of the impact
|
||||||
|
// point. i calculated it in my head and decided that the result looked good
|
||||||
|
// enough for now
|
||||||
|
vec3 normal = normalize(-v.sp + 2.*v.lt.s*pt);
|
||||||
|
|
||||||
|
float incidence = dot(normal, light_dir);
|
||||||
|
float illum = mix(0.4, 1.0, max(incidence, 0.0));
|
||||||
|
return taggedFrag(id, vec4(illum * base_color, opacity), pt, normal);
|
||||||
|
}
|
||||||
|
|
||||||
|
// --- ray-casting ---
|
||||||
|
|
||||||
|
// if `a/b` is less than this threshold, we approximate `a*u^2 + b*u + c` by
|
||||||
|
// the linear function `b*u + c`
|
||||||
|
const float DEG_THRESHOLD = 1e-9;
|
||||||
|
|
||||||
|
// the depths, represented as multiples of `dir`, where the line generated by
|
||||||
|
// `dir` hits the sphere represented by `v`. if both depths are positive, the
|
||||||
|
// smaller one is returned in the first component. if only one depth is
|
||||||
|
// positive, it could be returned in either component
|
||||||
|
vec2 sphere_cast(vecInv v, vec3 dir) {
|
||||||
|
float a = -v.lt.s * dot(dir, dir);
|
||||||
|
float b = dot(v.sp, dir);
|
||||||
|
float c = -v.lt.t;
|
||||||
|
|
||||||
|
float adjust = 4.*a*c/(b*b);
|
||||||
|
if (adjust < 1.) {
|
||||||
|
// as long as `b` is non-zero, the linear approximation of
|
||||||
|
//
|
||||||
|
// a*u^2 + b*u + c
|
||||||
|
//
|
||||||
|
// at `u = 0` will reach zero at a finite depth `u_lin`. the root of the
|
||||||
|
// quadratic adjacent to `u_lin` is stored in `lin_root`. if both roots
|
||||||
|
// have the same sign, `lin_root` will be the one closer to `u = 0`
|
||||||
|
float square_rect_ratio = 1. + sqrt(1. - adjust);
|
||||||
|
float lin_root = -(2.*c)/b / square_rect_ratio;
|
||||||
|
if (abs(a) > DEG_THRESHOLD * abs(b)) {
|
||||||
|
return vec2(lin_root, -b/(2.*a) * square_rect_ratio);
|
||||||
|
} else {
|
||||||
|
return vec2(lin_root, -1.);
|
||||||
|
}
|
||||||
|
} else {
|
||||||
|
// the line through `dir` misses the sphere completely
|
||||||
|
return vec2(-1., -1.);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void main() {
|
||||||
|
vec2 scr = (2.*gl_FragCoord.xy - resolution) / shortdim;
|
||||||
|
vec3 dir = vec3(focal_slope * scr, -1.);
|
||||||
|
|
||||||
|
// cast rays through the spheres
|
||||||
|
const int LAYER_MAX = 12;
|
||||||
|
taggedFrag frags [LAYER_MAX];
|
||||||
|
int layer_cnt = 0;
|
||||||
|
for (int id = 0; id < sphere_cnt; ++id) {
|
||||||
|
// find out where the ray hits the sphere
|
||||||
|
vec2 hit_depths = sphere_cast(sphere_list[id], dir);
|
||||||
|
|
||||||
|
// insertion-sort the fragments we hit into the fragment list
|
||||||
|
float dimming = 1.;
|
||||||
|
for (int side = 0; side < 2; ++side) {
|
||||||
|
float hit_z = -hit_depths[side];
|
||||||
|
if (0. > hit_z) {
|
||||||
|
for (int layer = layer_cnt; layer >= 0; --layer) {
|
||||||
|
if (layer < 1 || frags[layer-1].pt.z >= hit_z) {
|
||||||
|
// we're not as close to the screen as the fragment
|
||||||
|
// before the empty slot, so insert here
|
||||||
|
if (layer < LAYER_MAX) {
|
||||||
|
frags[layer] = sphere_shading(
|
||||||
|
sphere_list[id],
|
||||||
|
hit_depths[side] * dir,
|
||||||
|
dimming * color_list[id],
|
||||||
|
id
|
||||||
|
);
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
} else {
|
||||||
|
// we're closer to the screen than the fragment before
|
||||||
|
// the empty slot, so move that fragment into the empty
|
||||||
|
// slot
|
||||||
|
frags[layer] = frags[layer-1];
|
||||||
|
}
|
||||||
|
}
|
||||||
|
layer_cnt = min(layer_cnt + 1, LAYER_MAX);
|
||||||
|
dimming = INTERIOR_DIMMING;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/* DEBUG */
|
||||||
|
// in debug mode, show the layer count instead of the shaded image
|
||||||
|
if (debug_mode) {
|
||||||
|
// at the bottom of the screen, show the color scale instead of the
|
||||||
|
// layer count
|
||||||
|
if (gl_FragCoord.y < 10.) layer_cnt = int(16. * gl_FragCoord.x / resolution.x);
|
||||||
|
|
||||||
|
// convert number to color
|
||||||
|
ivec3 bits = layer_cnt / ivec3(1, 2, 4);
|
||||||
|
vec3 color = mod(vec3(bits), 2.);
|
||||||
|
if (layer_cnt % 16 >= 8) {
|
||||||
|
color = mix(color, vec3(0.5), 0.5);
|
||||||
|
}
|
||||||
|
outColor = vec4(color, 1.);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
// highlight intersections and cusps
|
||||||
|
for (int i = layer_cnt-1; i >= 1; --i) {
|
||||||
|
// intersections
|
||||||
|
taggedFrag frag0 = frags[i];
|
||||||
|
taggedFrag frag1 = frags[i-1];
|
||||||
|
float ixn_sin = length(cross(frag0.normal, frag1.normal));
|
||||||
|
vec3 disp = frag0.pt - frag1.pt;
|
||||||
|
float ixn_dist = max(
|
||||||
|
abs(dot(frag1.normal, disp)),
|
||||||
|
abs(dot(frag0.normal, disp))
|
||||||
|
) / ixn_sin;
|
||||||
|
float ixn_highlight = 0.5 * highlight * (1. - smoothstep(2./3.*ixn_threshold, 1.5*ixn_threshold, ixn_dist));
|
||||||
|
frags[i].color = mix(frags[i].color, vec4(1.), ixn_highlight);
|
||||||
|
frags[i-1].color = mix(frags[i-1].color, vec4(1.), ixn_highlight);
|
||||||
|
|
||||||
|
// cusps
|
||||||
|
float cusp_cos = abs(dot(dir, frag0.normal));
|
||||||
|
float cusp_threshold = 2.*sqrt(ixn_threshold * sphere_list[frag0.id].lt.s);
|
||||||
|
float cusp_highlight = highlight * (1. - smoothstep(2./3.*cusp_threshold, 1.5*cusp_threshold, cusp_cos));
|
||||||
|
frags[i].color = mix(frags[i].color, vec4(1.), cusp_highlight);
|
||||||
|
}
|
||||||
|
|
||||||
|
// composite the sphere fragments
|
||||||
|
vec3 color = vec3(0.);
|
||||||
|
for (int i = layer_cnt-1; i >= layer_threshold; --i) {
|
||||||
|
if (frags[i].pt.z < 0.) {
|
||||||
|
vec4 frag_color = frags[i].color;
|
||||||
|
color = mix(color, frag_color.rgb, frag_color.a);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
outColor = vec4(sRGB(color), 1.);
|
||||||
|
}
|
@ -29,14 +29,14 @@ fn main() {
|
|||||||
Element {
|
Element {
|
||||||
id: String::from("wing_b"),
|
id: String::from("wing_b"),
|
||||||
label: String::from("Wing B"),
|
label: String::from("Wing B"),
|
||||||
color: [1.00_f32, 0.25_f32, 0.00_f32],
|
color: [0.00_f32, 0.25_f32, 1.00_f32],
|
||||||
rep: DVector::<f64>::from_column_slice(&[-0.5, -0.5, 0.0, 0.5, -0.25])
|
rep: DVector::<f64>::from_column_slice(&[-0.5, -0.5, 0.0, 0.5, -0.25])
|
||||||
},
|
},
|
||||||
Element {
|
Element {
|
||||||
id: String::from("central"),
|
id: String::from("central"),
|
||||||
label: String::from("Central"),
|
label: String::from("Central"),
|
||||||
color: [0.75_f32, 0.75_f32, 0.75_f32],
|
color: [0.75_f32, 0.75_f32, 0.75_f32],
|
||||||
rep: DVector::<f64>::from_column_slice(&[0.0, 0.0, 0.0, 0.25, -1.0])
|
rep: DVector::<f64>::from_column_slice(&[0.0, 0.0, 0.0, 0.25, 1.0])
|
||||||
}
|
}
|
||||||
])
|
])
|
||||||
}
|
}
|
||||||
|
Loading…
Reference in New Issue
Block a user